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In my opinion most role play happens between the PCs. It doesn't require any great skill, acting or what have you, it's just naturally what happens when people get into character (or, at least, suspend disbelief and pretend to be in the fantasy world).
The difference between a non-RP and an RP encounter is frequently as simple as whether the monster jumps you (non-RP) or whether you see it in the distance and plan for it (RP).
I think RP gets a bit of a bad name when presented as some sort of formulaic "socialise-at-party" or "question-the-suspects" or "work-out-the-traitor" conundrum with a right or wrong answer. RP is very subjective and the module writer needs to be quite careful about deciding what is good or bad RP. This is one of those things that really belongs in the realm of the GM to decide with a view on his own players. As a writer your best bet is to present RP in support of encounters and story-telling but always allow for the fact that players and GMs might disagree with your views and go in a totally different direction.
Additionally, skills like diplomacy and intimidate are there for people who don't want to RP. I find them a bit frustrating, myself, but I accept that they're there. In fact I've just written the following paragraph in the module I'm currently writing:
"From a game point of view, reading the intimidation rule too literally will replace a great part of the interaction which takes place in an investigative scenario with a few simple dice rolls. This can be good if your players are getting frustrated with the adventure but I personally would suggest you try role playing before rolling the dice."